using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Warp9
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Camera camera;
        World world;
        BasicEffect effect;
        SpriteFont font;
        Controls controls;
        Player player;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            IsMouseVisible = true;
            int initialWorldSize = 100;
            world = new World(initialWorldSize);
            camera = new Camera(initialWorldSize);
            controls = new Controls();
            player = new Player(world, controls, camera);
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {

            effect = new BasicEffect(graphics.GraphicsDevice);
            effect.VertexColorEnabled = true;
            font = Content.Load<SpriteFont>("font");

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            player.Update(gameTime);
            camera.Update();
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            RasterizerState rs = new RasterizerState();
            //rs.FillMode = FillMode.WireFrame;
            GraphicsDevice.RasterizerState = rs;

            effect.World = Matrix.Identity;
            effect.View = camera.viewMatrix;
            effect.Projection = camera.projectionMatrix;

            effect.Techniques.Count();

            foreach (EffectPass pass in effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                graphics.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, world.Terrain.VerticesToRender, 0, world.Terrain.VerticesToRender.Length - 2, VertexPositionColor.VertexDeclaration);
            }


            spriteBatch.Begin(SpriteSortMode.Deferred,BlendState.AlphaBlend,SamplerState.LinearWrap,DepthStencilState.DepthRead,RasterizerState.CullNone);
            spriteBatch.DrawString(font, camera.Message, new Vector2(15, 15), Color.White);
            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
